#33089
My idea for Soviet Vet
The Soviets would have to buy vet like the Wehrmacht, but instead of buying it for a group of units like Infantry, Tanks, etc. like the Wehrmacht does it would buy vet for a specific unit type like Conscripts, Mortar teams, T-34 and so forth. Vet would be bought in the armoury instead of the unit upgrades we have now.
Since the costs of vet for individual unit types can't be as big as for unit groups, a fast conscript vet rush could be devastating for the Axis opponent. To prevent potential overpoweredness, the soviets could only buy a specific level of vet when the have built the respective number of main buildings, for example:
vet1 requires the Red Army Mustering Tent, vet2 - Soviet Support Barracks or Tank Hall, vet3 - Soviet Support Barracks and Tank Hall.
Here are some of my ideas for vet, the numerical values are pretty abstract because I can't talk about balance until I see the 1.5 changelog.
Conscripts:
Vet1 - Basic provisions. ~150 Manpower, ~15 Fuel.
Gives every squad member a rifle.
Vet2 - Basic Training. ~200 Manpower, ~20 Fuel.
Recieved accuracy decreased by 10-20%,increased HP by 10-20% increased capping speed to that of US Riflemen (this would require that Conscripts start with a base capping speed of 1).
Vet3 - Advanced provisions. ~250 Manpower, ~25 Fuel.
Gives the squad Molotov cocktails, increased HP by another 20-30%, replaces one member of the squad with a Commissar. The Commissar can use a "Break suppression" ability that breaks all suppression and makes the squad immune to supression for 10-15 seconds, but makes the squad move at only 25-35% of their normal speed.
This would make the Conscripts scale into the late game as cheap, fast harassment unit, that with the "Break suppression" ability can capture points under MG fire for those "down to the last VP" games.
I'll add more when I think of something. Awaiting constructive criticism.
Since the costs of vet for individual unit types can't be as big as for unit groups, a fast conscript vet rush could be devastating for the Axis opponent. To prevent potential overpoweredness, the soviets could only buy a specific level of vet when the have built the respective number of main buildings, for example:
vet1 requires the Red Army Mustering Tent, vet2 - Soviet Support Barracks or Tank Hall, vet3 - Soviet Support Barracks and Tank Hall.
Here are some of my ideas for vet, the numerical values are pretty abstract because I can't talk about balance until I see the 1.5 changelog.
Conscripts:
Vet1 - Basic provisions. ~150 Manpower, ~15 Fuel.
Gives every squad member a rifle.
Vet2 - Basic Training. ~200 Manpower, ~20 Fuel.
Recieved accuracy decreased by 10-20%,increased HP by 10-20% increased capping speed to that of US Riflemen (this would require that Conscripts start with a base capping speed of 1).
Vet3 - Advanced provisions. ~250 Manpower, ~25 Fuel.
Gives the squad Molotov cocktails, increased HP by another 20-30%, replaces one member of the squad with a Commissar. The Commissar can use a "Break suppression" ability that breaks all suppression and makes the squad immune to supression for 10-15 seconds, but makes the squad move at only 25-35% of their normal speed.
This would make the Conscripts scale into the late game as cheap, fast harassment unit, that with the "Break suppression" ability can capture points under MG fire for those "down to the last VP" games.
I'll add more when I think of something. Awaiting constructive criticism.
Last edited May 1, 2010 at 11:21 AM by Renas

